Goblin

When the common folk speak of goblins, images of yelping, pyromaniac nuisances often spring to mind: small, vicious brutes obsessed with crude song, shinies, and the burning of anything vaguely flammable. They are frequently encountered riding mangy dogs into battle, harboring a baffling hatred of horses, and exhibiting a peculiar relish for destruction. This shallow understanding, while undeniably true of many of the feral goblinoids encountered in the blighted fringes and forgotten delves of Khorvaire, utterly fails to grasp the true, complex nature of this ancient race. For millennia before human empires rose, the goblins of Dhakaan forged an empire of unparalleled discipline and intricate bureaucracy, a civilization that mastered not just the arts of war but the very flow of Khyber’s mystical essences.

The wild, cackling scavengers we observe today are but shadows, or perhaps the degenerate cousins, of that sophisticated ancient people. They are a race fractured, their grand traditions and iron-clad discipline mostly lost or twisted into something unrecognizable by the common eye. Yet, echoes of their ancestral might persist, often unseen, whispered amongst those who truly understand the deep history of this continent. To truly comprehend the goblin, one must look beyond the common, crude scrap-pickers and acknowledge both the savage reality of their widespread form and the buried grandeur of their heritage—a heritage that still, in hidden places, asserts itself with terrifying precision and lethal efficacy.

Basic Information

Anatomy

From the treatises of Zilargo's naturalists to the field reports of the Brelish Border Guard, the goblinoid genus, specifically Goblinius minoris, commonly known as the goblin, presents a fascinating subject for biological and cultural study. While superficially diverse, a consistent anatomical and morphological template emerges across the various strains encountered throughout Khorvaire and indeed, beyond its shores. This treatise aims to synthesize current understanding, incorporating observations that reconcile perceived discrepancies in their physical characteristics.

I. General Somatic Features

Goblins are small, bipedal humanoids, typically standing between 3 to 4 feet in height, though outliers exist at both extremes. Their build is universally wiry and deceptively agile, suggestive of a cursorial or highly mobile lifestyle.

  • Epidermal Layer: The skin of a goblin is tough and often leathery, ranging in coloration from various shades of sickly green to dull orange, and occasionally deep grey or brown. This pigmentation often provides effective camouflage within their preferred environments, be they subterranean complexes, dense underbrush, or urban detritus. Sparse body hair is common, though some regional variants exhibit coarse, dark tufts, particularly on the scalp. Scarification, both ritualistic and accidental, is prevalent, further hardening the skin.
  • Cranial Structure: The goblin skull is proportionally large for their size, with prominent brow ridges and a forward-jutting jaw. The cranium itself is often sloped and somewhat flattened.
    • Ears: A hallmark of the species, goblin ears are disproportionately large and intensely pointed, articulating independently to capture a wide range of frequencies. Their mobility allows for precise sound localization, a critical adaptation for a species often reliant on ambush and evasion.
    • Eyes: Goblin eyes are typically large, round, and possess a distinct, often predatory gleam. They are universally adapted for low-light conditions, exhibiting superior darkvision. The sclera is often yellowed, with pupils ranging from black to a deep, reflective crimson.
    • Mouth and Dentition: The most striking feature of the lower face is the wide, often lipless maw, featuring a disproportionately large number of sharp, conical teeth. Their dentition is clearly omnivorous but adapted for tearing and gnawing, suggesting a diet that frequently includes carrion or tough, uncooked foodstuffs. The lower incisors often protrude noticeably.
  • Limbs: Goblins possess long, slender limbs relative to their torso. Their hands and feet are characterized by elongated digits, terminating in sharp, hardened nails that function effectively as rudimentary claws. These digits, particularly on the feet, allow for exceptional grip on uneven surfaces, facilitating their rapid movement through difficult terrain. The musculature is dense and highly efficient, granting them surprising bursts of speed and agility, even when encumbered.
II. Internal Systems and Sensory Acuity

Internally, the goblin anatomy reinforces their resilience and opportunistic nature.

  • Skeletal Structure: Their bones, though seemingly slender, are remarkably dense and flexible, allowing them to contort into confined spaces and recover from impacts that would incapacitate larger humanoids. Their skeletal frame is built for endurance and rapid, explosive movement rather than brute strength.
  • Metabolism: Goblins exhibit a high metabolic rate, allowing for quick recovery from injuries and rapid energy replenishment. This contributes to their often-frenzied and unpredictable behavior. Their digestive system is robust, capable of processing a wide variety of organic matter, including substances toxic to many other races.
  • Olfactory Sense: The goblin nose, though small, is highly sensitive. Field reports consistently mention a distinct, musky odor associated with goblins, often likened to wet earth, fear, and unwashed fur. This is a natural secretion, heightened by stress or excitement, and likely serves a role in inter-tribal communication and territorial marking. Their acute sense of smell aids significantly in tracking prey, avoiding predators, and navigating complex environments, particularly in darkness.
  • Auditory Sense: As noted with their ears, goblin hearing is exceptional. They can detect subtle shifts in sound and vibrations, making them adept at stealth and avoiding detection, as well as coordinating ambushes.
III. Morphological Variations and Sub-Strains

While the fundamental template remains, significant morphological variations exist, often correlating with their historical lineage and environmental pressures.

  • The Dhakaani Lineages : The more common goblin strains encountered in central Khorvaire, particularly those with residual ties to the ancient Dhakaani Empire (though often degenerate), tend to exemplify the "standard" goblin described above. These populations, while often found in impoverished or wild regions, retain aspects of their ancestral resilience and, occasionally, a more varied coloration reflecting adaptation to diverse local biomes. Feral and Isolated Strains: In regions far removed from civilizing influences, or where generations have suffered extreme deprivation, a more primal and often exaggerated form of goblin morphology is observed. These strains, frequently encountered in the untamed wilds or deep subterranean reaches, often exhibit:
    • Exaggerated Features: Longer, more disproportionate ears; larger, more jagged teeth; wider, oblong-shaped cranium; and even more sparse, coarse hair.
    • Distinctive Behavioral Correlates: While not strictly physiological, these strains often display a heightened, almost pathological, fascination with destructive forces like fire, and an unusual affinity for certain scavenger animals, particularly canine species. While this is primarily cultural, some xenobiologists posit a subtle neurological predisposition within these isolated populations, perhaps a remnant of ancient, more brutal adaptations. Their high-pitched, guttural vocalizations, often expressed in repetitive chants or crude songs, are also more pronounced in these feral groups, serving as a primary form of aggressive communication.
    • Postural Variations: These groups often exhibit a more hunched posture, with their knuckles often dragging when at rest, a common ancestral trait among goblinoids indicative of their earlier semi-quadrupedal or quadrupedal existence.
IV. Conclusion

The goblin, in its various manifestations, is a creature of remarkable biological tenacity and adaptability. Its core anatomy is engineered for swiftness, resilience, and survival in harsh conditions, supported by acute sensory faculties. While the historical and environmental factors have led to a spectrum of morphological variations, from the relatively organized, if savage, Dhakaani descendants to the truly feral and primal strains of the deep wilderness, the underlying biological template remains consistent. Understanding these core anatomical and morphological truths is paramount for effective engagement, be it for study, defense, or indeed, their reluctant integration into the broader societies of Khorvaire.

Genetics and Reproduction

Goblins breed extremely rapidly compared with many other races, accounting for their large population.

Civilization and Culture

History

The Dhakaani Empire was a mighty goblinoid nation that dominated most of Khorvaire over a period extending from about 15,000 years ago to about 5000 years ago.   The Dhakaani fought a war against the invaders from Xoriat, the plane of madness, which exhausted the resources of their empire around 9000 years ago; the Daelkyr were eventually defeated by the Gatekeepers, an order of druids.   The last emperor of the Dhakaani, called the “Shaking Emperor”, because he was afraid of everything, fled and disappeared, taking with him a scepter, an artifact held by countless emperor’s before him. Lhesh Haruuc, the ruler of modern Darguun, desires the scepter as a symbol of his rule, hoping it will keep his people united.   The Daelkyr were thousands of years into their fight with the incredible martial talent of the Dhakaani Empire, and it was not going well for them. The Orcs were putting the seals into place, and the Dhakaani were mining and creating weapons and armor made of Byeshk, a unique metal found to be extra deadly to the Daelkyr and their creations, which included the Symbionts, the Dolgaunts, the Dolgrims, and the Dolgrue.   The Daelkyr were sealed away, and Xoriat was never allowed to become coterminous again since. But the damage was done. The continent spanning empire fell to infighting and the pushback of enemies over a fairly short period of time. By the time humans came to Khorvaire, they found the tattered remnants of the empire. Ruins and wild tribes of Goblins dotted the landscape. The Sarlonan colonists, taking their warlike culture with them, soon enslaved the fractured race. Of the three types, the goblins were most subservient, fastest to breed, and as such were most populous as a slave race. The hobgoblins and bugbears, slower to breed, used to leading instead of following, while stronger and smarter than the goblins, were much more difficult to keep as slave races, and as such are much rarer in the modern world.   When the Kingdom of Galifar was united, slavery was outlawed. It took a long time, throughout the time that Galifar ruled, for the Goblins to recover some of what they were. However, to this day a lot of Goblins occupy the lowest rungs of society, living in slums and the poorest areas of major cities, where they frequently enter into and form criminal organizations, through a nasty coupling of low chance at economic opportunity mixed with a lingering instinct from their past to form organized hierarchies.   Eventually, they found a new way, as unlike the Dhakaani Empire, the modern races have found a way to build groups and coordinate without the eusocial instincts that had held the Empire together. Eventually, they became talented enough to become highly skilled mercenary groups, working for House Deneith.   In 969 YK, the Lhesh Haruuc, (the hobgoblin leader of the Goblin mercenaries), leads the mercenary clans to revolt, creating the nation of Darguun from land they took from Cyre. Deep into the war, none could stop them or their military might. Calling themselves the Ghaal’dar, these Goblins seek to restore the glory and might of their ancient, lost empire. The main issues are a tentative leadership with multiple clan leaders vying for control, coupled with all these modern Goblins still changed by the ancient psychic curse. As such, it may not be possible for them to truly restore the lost Empire. However, it is certainly possible they may find a new way to do things, much like they did to claim the new nation of Darguun, (which was officially recognized during the Treaty of Thronehold in 996 YK.)
Genetic Ancestor(s)
Scientific Name
Goblinius minoris
Geographic Distribution
Related Organizations
Related Ethnicities
Related Technologies
  • Ability Score Modifiers

    Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma.
  • Type

    Goblins are humanoids with the goblinoid subtype.
  • Size

    Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Base Speed

    Goblins are fast for their size, and have a base speed of 30 feet.
  • Languages

    Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.
  • Skilled

    Goblins gain a +4 racial bonus on Ride and Stealth checks.
  • Darkvision

    Goblins see perfectly in the dark up to 60 feet.

Articles under Goblin


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